First of all this is merely an idea. I *highly* doubt I will get any point near the required amount of interest or people. Well let's begin. This idea is based around a world map, like all turn based strategies. But I should explain the teams first. [b]Teams[/b] A team in this game is composed of no less then three people who have to have at least two characters each. The number can be higher up to twelve characters total. But that has some special requirements I'll mention later. The team is composed of "players" and the "commander" the commander has the same amount of characters as any player. However their characters have two limitations. They must be Indirect fighters in some way. (Mage, support, etc) Of course they can *also* be swords-masters or something in that idea. But they must be supportive primarily. They also cannot command a group. The commander is [i]only[/i] the commander. The commander also directs the team's movements for that command turn, with that we go to the map. [b]Map[/b] [hider=Map] [img=http://i.imgur.com/Sro9c5l.jpg] [/hider] [hider=Nation information] Centralia- Medieval central Europe (France-Germany) style country. Focuses on infantry arts. Well renown by its peerless archers, super-armored heavy soldiers and skilled swordsmen. Garland- Medieval central Europe (France-Germany) style country. Focuses on Knights and holy magic. Renown by its legendary knights, priests and healers. Paradiso- Middle-eastern style country. Focuses on swift riders , lightly armored yet skilled swordsmen and summoners. Renown for blade dancers, horse archers and powerful summoners. Borealis- Northern nation, doesn't focus on any historical style but is a nation of demi-humans and monsters. Renown for Centaurs, Elves, Half-Dragons, Dragons, Mermaids and other assorted Creatures. Austrina- Scandiavian style country. Focuses on Scandinavian weapons and tactics. (This is my weak point, don't ask me for details xD) Estaria- Desert country. Focuses on magic and magitech. Renown for magical golems, magicians, airships and mechanized suits. Oriens- Eastern style country. Focuses on martial arts, sword skills and animistic magic. Renown for its monks, fighters, duelists, and shamans. Frostlands- Far south country. Abolishes monarchy and feudal system. Focuses on mobile cavalry and archers. Renown for swift cavalry and horse archers. [/hider] The map contains 7 countries which all have around ten territories, the countries are as follows: Centralia , Paradiso , Garland, Borealis, Austrina , Estaria and Oriens. If this RP would be set in motion, only the west continent would participate in the beginning. Therefore, Centralia, Paradiso and Garland. During the command phase, the commander picks regions he will attack (2 max). And deploys remaining "heroes" to territories they will defend this turn. Once a defending and attacking plan of two nations take place on the same territory. Battle takes place. This brings us to the combat phase. [b]Combat[/b] In this world, large scale warfare is antiquated. Who wants to spend hundreds of men on battle, if they could just send the most talented and powerful people in their country to fight for wealth and fame. As such, all warfare on this world takes place in battles 1v1 or 2v2. As only two "heroes" can be deployed to the same region at one, the combatants first choose should they fight both at once, or one by one. In the second case, the defender has to fight two battles in a row to defend the region without reinforcements or time to heal and rest. If the defender deployed two "heroes" they are given the same choice. The defender always chooses where in the region to meet the attacker. Most regions have a specific area for it, however all regions share two common locations, the command fort and the regional capital. Of course the architecture of this capitals changes depending on the country and region. Oriens has Far Eastern style cities, while Garland and Centralia both have typical middle European medieval cities. If a battle is success and the defenders lose, the region becomes the part of the winner nation. Also, all troops that participate in the battle are unable to participate in any sort of offense in the next command turn. The battles are usually only until a "hero" is incapacitated, but if a "hero" dies, they are lost permanently. [b]Hero groups[/b] Heroes, in this world, are also feudal lords. Each hero has land to govern over, but they also have subordinate heroes. Heroes can be magicians, swordsmen, knights, mercenaries even priests. They all have their reasons and power to hold territory. Each exceptionally powerful hero also controls a group of subordinate heroes, they are his primary fighting force besides himself. A hero cannot be a coward and he should always avoid sending his subordinates to battles. [b] Conquest[/b] Conquering a region has more then one effect. Each region you control gives you one hero to control, with two being the minimum and the maximum dictated by the current number of national heroes. Besides the regions your nation controls, those same regions are divided between the heroes, they give you your hero count. Only the capital cannot be given to a hero. A hero must be recognized by all the other heroes to be granted the capital. The capital allows additional two heroes, rather then one, in most cases the capital is either governed by the commander or the strongest hero group. The commander cannot command a group, however if they have been granted the capital, [i] that is an exception to the rule[/i] The capital always provides two additional heroes, so long as they fall within the 12 heroes per nation limit. Capturing the capital disables the option to use two "heroes" in one battle, but a nation is not defeated until each one of its territories is captured by other nations. Capturing a nation gives access to all of its heroes, doubling your nation's count to 24, or increasing it to 36, 48, etc. [b]Diplomacy[/b] Nation diplomacy is handled completely amongst commanders, there is no rules about what can be accomplished though diplomacy, so long as you ask the GM for permission. Some examples are of course alliances and "hero" borrowing. Hero groups can also conduct diplomacy between themselves, and even wage local "tournaments" between each other. Arena duels for territories or simply bragging rights. Since these are conducted in special arenas, even the worst injuries get treated immediately after the duel, and there is no incapacitation period or death risk. Note, even through alliance, the max number of people in one region is four, two per side. [b]INCLUSION LIST[/b] (the order upon which nations get included) GARLAND(0/3)-PARADISO(0/3)-CENTRALIA(1/3) (Basic nations) BOREALIS AUSTRINA ESTARIA ORIENS FROSTLANDS REPUBLIC (Special nation)